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Network lag/desync when overloaded with packets
Acknowledged, NormalPublic

Description

I can't imagine you don't already know about this one, but I didn't find a ticket when searching, and this major issue has been present for several versions now so writing this up in hopes that it will be addressed at some point.

There is a major issue with network desync/lag when moving into the 'area of influence' of a large base, and even just players. This is especially noticeable (and dangerous) when driving a vehicle at fast speed and coming within 1km of a large base (particularly many structures within small space). The player driving the vehicle will not notice anything at the moment, but player passengers will see 'lag' where the vehicle stops moving for a period of seconds and then will 'speed up' to catch up.

Since the driver is graphically unaffected, driver will continue speeding along current trajectory when the lag spike begins and cannot/will not correct until after the lag spike stops. Since this lag spike can often take 3-4s to resolve, this often results in a vehicle crash, resulting in destroyed vehicles, killed players, and potentially biggest issue, alerts the player that they have entered within 1km of a base, thus allowing the player to zero in on where player bases are located.

This same issue can also be seen to a lesser extent when just entering the area of influence of another player. Usually it is unnoticeable by the active player, but other players running with that player will see the 1st player pause briefly and then speed up/catch up with actual location. This can be used to alert even running players that they have entered the area of influence of other players and/or bases.

Out of curiosity, I fired up wireshark to watch network traffic when this happens and at these moments, you can see that the client is flooded with maximum sized packets for the duration of the event (often as long as 3-4s). During this packet flood, the client is not able to properly update location, velocity, etc, as well as submitting back current location, velocity, trajectory to the server to be propagated to other surrounding clients thus resulting in other players seeing temporarily frozen players/vehicles/etc.

This network overload not only impacts the current gameplay by creating frustration for players due to crashed vehicles and the like, but also gives the player information about the environment that they might not otherwise have.

This issue has existed for as long as I have played DayZ and I'm surprised it has not been addressed. I understand that this likely impacts deep networking and engine level systems, but this is a major issue that I can't believe has not been resolved yet. Surely BI is aware?

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 7
Operating System Version
10
Category
Movement
Steps To Reproduce

Go to NWAF. At the very end, build up a bunch of player structures, walls, watchtowers, etc to mimic what would be found in a larger player base. Crates, barrels/etc, filled with items will also help. Basically create a large amount of 'things' that will need to be sent to the client when the player enters the 1km range.

Go to opposite end of the airfield (more than 1km away), get a vehicle and speed towards the 'base'. When you get within 1km of the 'base', the server will flood the client with network packets updating of the 'base' and items. Player will experience desync between where they are and what they see until the server/client networking has 'caught up'.

Event Timeline

csatx created this task.Feb 1 2024, 2:57 PM
Geez changed the task status from New to Assigned.Feb 2 2024, 12:45 PM
andro_dawton added a comment.EditedFeb 3 2024, 11:40 AM

In 1.21 this T169094 was marked as resolved.

For me it is looking like an engine limitation. A workaround modders have implented (for modded storage containers) is to deactivate the loading of the items till the player performs an "open" action.
The game could be redisigned to resolve the issue. -> Only if a player performs A "serach" or "open" action, the list of items in the inventory of a container is loaded - preventing a random network packet overload and lag spike.

csatx added a comment.Feb 5 2024, 3:34 AM

Thanks for linking the past ticket. Interesting that they actually attempted to address the issue with 1.20...

Geez changed the task status from Assigned to Acknowledged.Feb 8 2024, 3:41 PM

@andro_dawton that doesn't actually change anything, the storage still exists there on server and the client when the client walks into network range of it. That would be a really good solution though for the problem is to add a bool/condition to say when the cargo of an item can be networked.

@designful
whatever the "base lag" is caused of - it is reduced alot with the modded containers.

This comment was removed by LouMontana.

Version 1.26, the problem is still present. When a large base appears in a player's network bubble, there is a strong network lag.